Unreal gameplay, online systems, and tools

Unreal co-dev for gameplay, online systems, and tools that need to ship cleanly.

Hashnine Studios helps teams build gameplay systems, networking, runtime tools, and launch-ready Unreal features. Public work across Retail Royale, Helix, Cameraman: The Pilot Episode, Sinbad, and two Fab plugins gives clients real projects, videos, and listings to inspect instead of a long pitch.

Fastest way to start: hello@hashnine.studio

7.4k

Retail Royale followers

124.9k

Peak Twitch viewers

2 plugins

Public Fab plugins

Retail Royale screenshot showing a combat moment in the store
Helix screenshot showing driving in the city
Cameraman The Pilot Episode visual showing the project environment
Sinbad screenshot showing the platforming world and character
Runtime Level Arch-Editor Fab gallery screenshot
Robust Host Migration Framework V2 Fab gallery screenshot
Hashnine Studios logo treatment
Project proof 4 public game references

Retail Royale, Helix, Cameraman, and Sinbad make the range easy to scan.

Delivery areas Gameplay / online / tools

GAS, replication, runtime tools, plugins, and launch support.

Selected projects

Projects first.

The fastest read on the work is the work itself.

Shipped multiplayer release Open on Steam
Retail Royale screenshot showing weapon play and retail arena scale Retail Royale screenshot showing a combat moment in the store Retail Royale screenshot showing players moving through a bright store environment

Retail Royale

Public launch reference for match scale, traction, and platform features. SteamDB currently lists 7,476 followers, 882 peak CCU, 124,969 peak Twitch viewers, and 5,428 total reviews.

  • 16-player Unreal multiplayer with melee combat, props, recycle and craft systems, and voice chat
  • SteamDB tech detection lists Unreal Engine and Epic Online Services SDK
  • Useful public proof for shipped gameplay, online features, and market traction
Shipped release SteamDB data Public press
Co-dev engineering Open Helix site
Helix official site screenshot Helix screenshot showing city driving Helix screenshot showing a casino environment

Helix

Co-dev engineering on Helix, a multiplayer sandbox project with larger world spaces, vehicles, live systems, and Unreal-facing production needs.

  • Co-dev support in Unreal rather than a solo plugin or storefront page
  • Useful reference for systems work inside a larger multiplayer sandbox
  • Shows broader co-dev range beyond one shipped release
Co-dev engineering Multiplayer sandbox Live project site
Co-dev engineering Open on Steam
Cameraman The Pilot Episode preview collage showing the title art, an atmospheric environment, and a Steam presentation frame

Cameraman: The Pilot Episode

Co-dev engineering in Unreal on a psychological horror project with puzzles, scene flow, and presentation-heavy delivery requirements.

  • Public Steam page gives clients a concrete project reference to inspect
  • Balances the portfolio with a project in a different tone and genre
  • Shows co-dev engineering work where mood, interaction, and polish matter together
Co-dev engineering Psychological horror Steam page
Client work Open on Steam
Sinbad screenshot showing the platforming world and character Sinbad screenshot showing traversal and platforming Sinbad screenshot showing another environment from the Steam page

Sinbad

Client delivery on a 3D sandbox platformer. The public Steam page gives an external reference while the delivery focus was gameplay framework, controller behavior, physics interactions, and environment state handling.

  • Client work on controllers, moment-to-moment systems, and environment state handling
  • Useful reference for collaboration across a different genre and production style
  • Keeps the portfolio focused on co-dev range instead of a second Retail Royale block
Client delivery Sandbox platformer Gameplay systems

Videos + galleries

Demos and captures near the top.

Launch footage, tool demos, and exact Steam/Fab imagery give a faster read than more intro copy.

Runtime Level Arch-Editor demo

Runtime editing workflow for Unreal projects that need in-game tooling.

Robust Host Migration Framework demo

Host migration demo for Unreal sessions where one player hosts the match.

Gameplay clip / 11K views Watch on YouTube

Retail Royale alpha gameplay

11K views. This is still the best longer gameplay clip for combat spacing, traversal, and store layout.

Quick proof

Launch scale, project range, and tooling in one pass.

Enough signal to tell whether the fit is there.

Launch traction 7,476 followers

Retail Royale also shows 5,428 reviews, 882 peak CCU, and 124,969 peak Twitch viewers on public sources.

Shipped feature set 16-player online build

Voice chat, Steam stats, leaderboards, cloud support, and a public Steam build make the scope easy to verify.

Project range 4 public game references

Retail Royale, Helix, Cameraman: The Pilot Episode, and Sinbad cover shipped work plus broader co-dev range.

Tooling 2 Fab plugins

Runtime Level Arch-Editor and Robust Host Migration Framework stay visible through live listings, gallery assets, and demo videos.

Capabilities

What teams usually bring in.

Most requests land in gameplay systems, online features, or tooling.

Gameplay systems

  • Gameplay Ability System setup
  • Combat, interaction, inventory, and progression loops
  • Blueprint and C++ gameplay work

Multiplayer and online features

  • Replication, authority flow, and session edge cases
  • Player hosted sessions or dedicated servers
  • EOS and Steam features, voice, stats, cloud, and leaderboards

Tools and delivery

  • Runtime level editors and property tools
  • Reusable plugins and internal dev utilities
  • External co-dev delivery that stays maintainable after handoff

Public references

Selected press and platform references.

Publication marks stay visible, with cleaner imagery and direct source links.

Publication logos

PC GAMER Games media
GAMESPRESS Press release platform
ALPHA BETA GAMER Discovery coverage
PLAYER.IT International coverage
Retail Royale image used for the PC Gamer coverage card
PC GAMER
PC Gamer Read source

Games media pickup

xQc mention. Useful because it ties the project to outside attention fast.

GamesPress article screenshot for the Retail Royale fan favorite coverage card
GAMESPRESS
GamesPress / GDWC Read source

Vote win and public community signal

GDWC fan favorite. A dated public result with a traceable source.

Alpha Beta Gamer article screenshot for Retail Royale coverage
ALPHA BETA GAMER
Alpha Beta Gamer Read source

Early discovery coverage

Early discovery coverage. Proof the hook was readable before launch.

Retail Royale gameplay image used for the Player.it coverage card
PLAYER.IT
Player.it Read source

International pickup

International pickup. Another external write-up tied to store visibility.

Enough proof

One shipped launch, multiple co-dev references, and public Fab tooling make the fit easy to judge.

If your team needs gameplay, online systems, or tools, the next step is a scoped email.

Start a project

Technical delivery

What the work usually includes.

Unreal work that has to ship and still be easy for a team to maintain after handoff.

Gameplay systems

GAS, combat, progression, interaction

Gameplay Ability System setup, Blueprint/C++ gameplay work, combat flow, interaction, inventory, progression, and state management.

Multiplayer

Replication, session flow, online features

Player hosted or dedicated server support, replication authority, reconnect edge cases, EOS/Steam sessions, voice, stats, cloud saves, and host migration.

Tools and plugins

Runtime editors, plugins, internal utilities

  • Runtime level editing and custom property serialization
  • Gameplay plugins for Blueprint and C++ projects
  • QA/debug helpers and workflow tooling for dev teams
  • Fab ready packaging, demos, and documentation when needed

Gameplay systems, online features, and tools are the core offer.

The public work above is there to make that clear quickly.

Start a conversation

Need Unreal gameplay, networking, tools, or engineering support?

Send scope, platforms, target player counts, and whether the work is gameplay, online features, tools, or launch support. The draft goes to hello@hashnine.studio.

Best for Gameplay systems, multiplayer, plugins, client work, and launch support
Availability Cyprus-based, remote worldwide

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